35,444 research outputs found

    Real-time soft shadows using a single light sample

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    We present a real-time rendering algorithm that generates soft shadows of dynamic scenes using a single light sample. As a depth-map algorithm it can handle arbitrary shadowed surfaces. The shadow-casting surfaces, however, should satisfy a few geometric properties to prevent artifacts. Our algorithm is based on a bivariate attenuation function, whose result modulates the intensity of a light causing shadows. The first argument specifies the distance of the occluding point to the shadowed point; the second argument measures how deep the shadowed point is inside the shadow. The attenuation function can be implemented using dependent texture accesses; the complete implementation of the algorithm can be accelerated by today's graphics hardware. We outline the implementation, and discuss details of artifact prevention and filtering

    Smoke and Shadows: Rendering and Light Interaction of Smoke in Real-Time Rendered Virtual Environments

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    Realism in computer graphics depends upon digitally representing what we see in the world with careful attention to detail, which usually requires a high degree of complexity in modelling the scene. The inevitable trade-off between realism and performance means that new techniques that aim to improve the visual fidelity of a scene must do so without compromising the real-time rendering performance. We describe and discuss a simple method for realistically casting shadows from an opaque solid object through a GPU (graphics processing unit) based particle system representing natural phenomena, such as smoke

    A survey of real-time crowd rendering

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    In this survey we review, classify and compare existing approaches for real-time crowd rendering. We first overview character animation techniques, as they are highly tied to crowd rendering performance, and then we analyze the state of the art in crowd rendering. We discuss different representations for level-of-detail (LoD) rendering of animated characters, including polygon-based, point-based, and image-based techniques, and review different criteria for runtime LoD selection. Besides LoD approaches, we review classic acceleration schemes, such as frustum culling and occlusion culling, and describe how they can be adapted to handle crowds of animated characters. We also discuss specific acceleration techniques for crowd rendering, such as primitive pseudo-instancing, palette skinning, and dynamic key-pose caching, which benefit from current graphics hardware. We also address other factors affecting performance and realism of crowds such as lighting, shadowing, clothing and variability. Finally we provide an exhaustive comparison of the most relevant approaches in the field.Peer ReviewedPostprint (author's final draft

    Consensus Message Passing for Layered Graphical Models

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    Generative models provide a powerful framework for probabilistic reasoning. However, in many domains their use has been hampered by the practical difficulties of inference. This is particularly the case in computer vision, where models of the imaging process tend to be large, loopy and layered. For this reason bottom-up conditional models have traditionally dominated in such domains. We find that widely-used, general-purpose message passing inference algorithms such as Expectation Propagation (EP) and Variational Message Passing (VMP) fail on the simplest of vision models. With these models in mind, we introduce a modification to message passing that learns to exploit their layered structure by passing 'consensus' messages that guide inference towards good solutions. Experiments on a variety of problems show that the proposed technique leads to significantly more accurate inference results, not only when compared to standard EP and VMP, but also when compared to competitive bottom-up conditional models.Comment: Appearing in Proceedings of the 18th International Conference on Artificial Intelligence and Statistics (AISTATS) 201

    Soft bilateral filtering shadows using multiple image-based algorithms

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    This study introduces Soft Bilateral Filtering Shadows method of dynamic scenes, which uses multi-matrices of the light sample points due to lack realism in soft shadows generation in real time. While geometry-based shadow algorithm requires one pass per polygon for rendering shadow that requires time-consuming, the adopted shadow map algorithm needs a single rendering pass for each sample point of the light source to generate shadow at low cost. This method renders a complex scenes and accurately eliminating the inherent deficiencies in shadow maps. In order to compute shadow maps, view matrices were used for each sample point of the extended light source. Then penumbra region was used for interpolation based on bilateral filtering to create the soft shadows. They depend on multiple shadow maps which provide antialiasing shadow maps. The method uses fragment shader for rendering multiple shadow maps with penumbra and umbra regions. The main contribution of this article is introducing interpolation bilaterally of image-based shadows. This method makes the most effect of the computation significantly appear at the edges of the penumbra region. Furthermore, the filtering allows to obtain on the soft shadow marvelously at the lowest number possible of the light sample points. The generated soft shadows have good performance and high quality therefore, they are suitable for interactive applications. © 2016 Springer Science+Business Media New Yor

    Engineering visualization utilizing advanced animation

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    Engineering visualization is the use of computer graphics to depict engineering analysis and simulation in visual form from project planning through documentation. Graphics displays let engineers see data represented dynamically which permits the quick evaluation of results. The current state of graphics hardware and software generally allows the creation of two types of 3D graphics. The use of animated video as an engineering visualization tool is presented. The engineering, animation, and videography aspects of animated video production are each discussed. Specific issues include the integration of staffing expertise, hardware, software, and the various production processes. A detailed explanation of the animation process reveals the capabilities of this unique engineering visualization method. Automation of animation and video production processes are covered and future directions are proposed
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